3 Hermit Constitution (Stamina) or Willpower (Self-Discipline)
4 Pirate Dexterity (Sailing) or Strength (Intimidation)
5 Radical Communication (Persuasion) or Communication (Leadership)
6 Wanderer Constitution (Stamina) or Intelligence (Navigation)
4 Sailor Constitution (Drinking) or Dexterity (Sailing)
1 Guilder Communication (Etiquette) or Dexterity (Crafting)
2 Initiate Intelligence (Religious Lore) or Willpower (Faith)
3 Innkeeper Communication (Bargaining) or Perception (Empathy)
arCane blast: If you are holding your arcane device (see following), you can make a special Ranged Attack that damages foes with a blast of magical energy. This is resolved like a normal Ranged Attack (so stunts are possible), but the attack roll is an Accuracy (Arcane Blast) test. An Arcane Blast has a range of 16 yards and inflicts 1d6 + Willpower damage. It requires no magic points to make this attack.
arCane deviCe: Each mage has an arcane device through which they can focus magical energy. Its primary use is the channeling of Arcane Blasts, but it is used with certain spells as well. The exact nature of the arcane device differs from mage to mage. It could be a staff, wand, holy symbol, amulet, etc. You should decide what form your arcane device takes when you make your character. If you lose your arcane device, you can attune a new one to you by spending one hour and 5 magic points to do so.
maGiC Points: You use magic points (MPs) to power your spells. You start with a number of magic points equal to 10 + Willpower + 1d6. You must keep track of your current magic points; this is a measure of how much magical power is at your command at any given time. You spend magic points when you cast spells. You regain them through rest and meditation. See ChaPter 5: maGiC for details. You gain more magic points as you rise in level. From levels 2 to 10, you gain Willpower + 1d6 magic points whenever you gain a new level. From levels 11 to 20, you gain only your Willpower in MPs because increasing your power at higher levels is not as easy.
sPell blast: You can cast a spell after hitting a foe with an arcane blast. This is a stunt that costs 3 stunt points, and the spell you cast cannot have a magic point cost greater than 3. A casting roll is required as usual. For more information about stunts, see ChaPter 2: basiC rules.
biG blast: The range of your Arcane Blast attack becomes 24 yards.
PoWer blast: You can increase the damage of an Arcane Blast attack by 1d6 by spending 2 magic points. You must spend the MPs before making the attack roll, and you cannot do this more than once per attack.
stunt bonus: You are so practiced with your arcane blast that you can make attacks faster than lesser mages. When attacking with an arcane blast, you can perform the Lighting Attack stunt for 2 SP instead of the usual 3.
ePiC maGe: Pick one type of stunt (combat, exploration, roleplaying, or spell). You gain a +1 bonus when generating stunt points of that type.
PinPoint attaCk: Once per round, you can add 1d6 to the damage of a successful attack if your Dexterity is greater than your opponent’s.
roGue’s armor: You are at home in leather armor. You can ignore the Armor Penalty of leather armor altogether. It affects neither your Speed nor your Dexterity.
stunt bonus: You become more adept at finding the weak spots in your opponents’ armor. You can perform the Pierce Armor stunt for 1 SP instead of the usual 2.
take aim: When you take the Aim action, you gain +2 on the attack roll instead of the normal +1.
stunt bonus: You become adept at noticing the many dimensions of a tricky situation. You can perform the That Makes Me Wonder exploration stunt for 2 stunt points instead of the usual 3.
stunninG attaCk: You can daze opponents with sharp blows to vulnerable areas. To make a stunning attack, you must use the Aim action and then hit with a Melee or a Ranged Attack. If successful, you inflict no damage but your opponent must make a successful TN 15 Constitution (Stamina) test or become stunned. Stunned opponents can attempt the test again at the start of their turn, and if successful can act normally. Otherwise, stunned characters can only take a single Move action on their turn. While your opponent is stunned, you can use Pinpoint Attacks against them with no regard for Dexterity. Stunts are possible on your initial attack roll, so you could stun your opponent and then use lightning attack for an immediate pinpoint attack, for example.
sliPPery: You are hard to pin down in combat. Opponents do not gain an attack bonus for outnumbering you in melee combat. Normally, attackers can gain up to a +2 bonus in such circumstances. If you also have the Master degree in the Single Weapon Style, your Defense bonus increases to +3 when fighting in that style.
stunt bonus: You know how to act with style and grace. You can perform the With a Flourish exploration stunt for 3 SP instead of the usual 4.
Perforate: You know how to take advantage of an enemy whose guard is down. Perforate is a special stunt that you can perform for 2 SP if you’ve just hit an opponent with a pinpoint attack. You can make a second pinpoint attack against the same opponent; this second attack does not generate stunt points.
quiCk shot: You can make a Ranged Attack vs. a visible opponent within range as a minor action. The attack roll and damage of the Quick Shot suffer a –2 penalty. You cannot combine Quick Shot with other powers such as Pinpoint Attack or Stunning Attack.
ePiC roGue: Pick one type of stunt (combat, exploration, or roleplaying). You gain a +1 bonus when generating stunt points of that type.
stunt bonus: You can strike so fast in combat that your weapons are a blur. You can perform the Dual Strike stunt for 3 stunt points instead of the usual 4.
stunt bonus: You know how to unhinge your opponents. You can perform the Threaten stunt for 1 stunt point instead of the usual 2.
exPert strike: You know when to strike with precision and when to strike with power. When you make an attack, you can take up to a –3 penalty on your attack roll to receive a corresponding bonus to your damage roll. For example, you can take a –2 penalty on your attack roll to get a +2 bonus on your damage roll. Alternately, you an receive up to a +3 bonus on your attack roll if you take a corresponding penalty on your damage roll. You must choose before you roll.
veteran: Persevering through long hours of practice and many bloody encounters has made you a fearsome combatant. When you inflict damage with an attack, you can add your focus bonus to your damage total if you have an applicable weapon group focus. The focus must match the weapon group of the weapon you attack with. or example, if you attack with a battle axe, you must have the Strength (Axes) focus to get the +2 bonus damage of this power. If you have the same focus twice, the damage bonus increases to +3 as well.
quiCk strike: You can make a Melee Attack vs. an adjacent opponent as a minor action. The attack roll and damage of the Quick Strike suffer a –2 penalty. This action cannot be combined with an Expert Strike.
stunt bonus: You can sweep opponents before you. When you perform the Dual Strike stunt with a Melee Attack, you can hit two secondary targets instead of one. All three of your targets (the original target and the two secondary targets) must be adjacent to you either when you made the attack or after you’ve used the Skirmish stunt to move next to them.
ePiC Warrior: Pick one type of stunt (combat, exploration, or roleplaying). You gain a +1 bonus when generating stunt points of that type.
animal training
requirement: None
noviCe: You know the basics of dealing with animals. With a week of training, you can teach an animal to follow a simple one-word command like “heel,” “follow,” or “attack.” You can teach a single animal a number of commands equal to your Communication.
Journeyman: You can train animals to follow more complex commands, like “guard this place” or “return to me whenstrangers approach.” Teaching a complex command takes two weeks of training and the total number of commands a single animal can learn is equal to your Communication +2.
master: Your training can turn animals into prime examplesof their kind. With a month of training, you can increase an animal’s Dexterity or Strength by 1. It also gains the Willpower (Morale) focus. An animal can only receive such training once.
armor training
requirement: None
You have learned to fight while wearing armor. You only take the armor’s penalty to your Speed, while those without this talent suffer the penalty to all Dexterity-based tests and calculations (including Speed).
noviCe: You can wear leather and mail armor without suffering a penalty to Dexterity.
Journeyman: You can wear plate armor without suffering a penalty to Dexterity.
master: You can get the most out of your armor. You gain the benefit of half the Armor Rating (rounded down) of your armor when you take penetrating damage. (Normally, armor provides no defense against penetrating damage.)
archery style
requirement: Trained in the Bows Group
noviCe: You know how to punish enemies who get too close. When shooting a bow or crossbow at an enemy within 6 yards of you, you inflict +1 damage.
Journeyman: Due to long hours of practice, you can reload faster than common bowmen. You can Reload a bow as a free action and a crossbow as a minor action.
master: When shooting a bow or crossbow, you can perform the Lightning Attack stunt for 2 stunt points instead of the usual 3. (If you are using a crossbow you’ll also need to perform a Rapid Reload stunt to take advantage of this benefit, since you must have a loaded weapon to use Lightning Attack.)
dual weapon style
requirement: Dexterity 2 or higher
You can fight with a weapon in your main hand (your primary weapon) and another in your off hand (your secondary weapon). Neither can be a two-handed weapon, and the secondary weapon is considered to have a Minimum Strength 2 higher than normal (you’d need Strength 1 to use a short sword as a secondary weapon, for xample). Unless otherwise stated, your attacks come from the primary weapon.
noviCe: Wielding two weapons can aid you in attack or defense. If you take the Activate action, you can gain either a +1 bonus on your melee attack rolls or a +1 Defense bonus vs. elee attacks until the end of the encounter. You can switch the bonus you are taking with another Activate action.
Journeyman: You can perform the ightning Attack stunt for 2 SP instead of the usual 3 but the extra attack must come from your secondary weapon.
master: You can overwhelm opponents with blows from both weapons. If you make a Melee Attack with your primary weapon and you are not charging, you can make another attack with your secondary weapon as a minor action. The second attack cannot generate stunt points, and you only add half of your Strength (rounded down) to damage.
horsemanship
requirement: Dexterity (Riding) focus
noviCe: You can jump into the saddle quickly. Mounting a steed is a free action for you.
Journeyman: You can ride like the wind. When you ride a mount, it gains a +2 bonus to its Speed.
master: You were born in the saddle. You add +1 to your Defense while mounted. You may also re-roll a failed Dexterity (Riding) test, but you must keep the result of the second roll.
intrigue
requirements: Communication 2 or higher
noviCe: You understand how to navigate the waters of social situations. Choose one of the following Communication focuses: Etiquette, Deception, or Seduction. If you fail a Communication test with your chosen focus, you can re-roll it but you must keep the result of the second roll.
Journeyman: You always gain more information than you give out. You can perform the And Another Thing roleplaying stunt for 1 SP instead of the usual 2. In addition, you gain a +1 bonus on any further tests the stunt allows.
master: You know how to end a conversation. You can perform the Stunned Silence roleplaying stunt for 2 SP instead of the usual 3. In addition, you have the opportunity to change this immediately into a combat encounter. If you do so, you and one ally per extra stunt point you spend can act in the first round of combat. Everyone else is surprised.
mounted combat style
requirements: Dexterity (Riding) focus
note: Two-handed weapons and long bows cannot be prop- erly used on horseback (by anyone, not just those with this talent). If you attempt it, they count as improvised weapons.
noviCe: You can use the mobility of your mount to your advantage in combat. When mounted and making a Move action, you can move part of your allowed distance, then use your major action to make a Melee or Ranged Attack, and then move the rest of your allowed distance. The total distance moved cannot be more than your ount’s Speed. Normally, you’d have to finish moving before attacking.
Journeyman: Your mounted charge is fearsome. You can move at your mount’s full Speed when making a Charge action and inflict +1 damage if your attack strikes home.
master: You and your mount are as one. The Knock Prone stunt cannot dismount you.
pole weapon style
requirements: Trained in the Polearms Group or the Spears Group
noviCe: You can use the length of your weapon to your advan- tage. You treat enemies up to 4 yards away as if they were djacent to you, so you can make melee attacks against them (they can’t do the same unless they also have this talent). If an ally is between you and your opponent, you can still attack. In fact, this is a common tactic.
Journeyman: Once prepared you are hard to move. You can set yourself with an Activate action. Until the end of the encounter, any opponent that attempts to use the Skirmish stunt or the Novice degree of the Two-Hander Style against you must first make an opposed attack roll. If you win, your opponent fails to move you and wastes the stunt point(s). If your opponent wins, he may perform the Skirmish stunt(s).
master: You get the most of your weapon’s design features. If wielding a military fork or two-handed spear, you canperform the Pierce Armor stunt for 1 SP instead of the usual 2. If wielding a glaive or halberd, you can perform the Knock Prone stunt for 1 SP instead of the usual 2. In addition, mounted combatants do not gain the 1 bonus for fighting against an opponent on foot when attacking you.
thievery
requirement: Dexterity 2 or higher
noviCe: You don’t let locks stand in your way. If you fail a Dexterity (Lock Picking) test, you can re-roll it, but you must keep the results of the second roll.
Journeyman: You are familiar with many types of traps. If you fail a Dexterity (Traps) test, you can re-roll it, but you must keep the results of the second roll.
master: You know how to find what’s hidden. If you fail a Perception (Searching) test, you can re-roll it, but you must keep the results of the second roll.
thrown weapon style
requirement: Trained in the Axes Group, Light Blades Group, or Spears Group
noviCe: Your accuracy is uncanny. You gain a +1 bonus on attack rolls with throwing weapons.
Journeyman: You can ready a throwing weapon in an instant. You can Reload a throwing weapon as a free action instead of a minor action.
master: You know how to bypass your enemy’s armor. When you perform the Pierce Armor stunt with a throwing weapon, your damage is penetrating. (That stunt normally halves your opponent’s armor rating, but penetrating damage allows you to ignore it altogether.)
weapon and shield style
requirement: Strength 2 or higher
noviCe: You can use shields of all shapes and sizes. You get the full Defense bonus when using a shield.
Journeyman: You know how to get the most from your shield. You can perform the Defensive Stance stunt for 1 stunt point instead of the usual 2.
master: Opponents must work hard to get by your defenses. The shield bonus of any shield you use increases by 1.